class BlackDeathZombiePawn extends BlackDeathPawn
	placeable;

simulated function LightSwing()
{
	ZombieAttack.SetBlendTarget(1.0,0.0);
	ZombieSlash.PlayAnim(false,1.0,0.0);
}

function AddDefaultInventory()
{
	Super.AddDefaultInventory();
	`log("adding defult inventory");
}

DefaultProperties
{
	InventoryManagerClass=class'BlackDeathInventoryManager'
	InitialInventory(0)=class'BD_Claws'
//Setting up the light environment
    Begin Object Name=MyLightEnvironment
        ModShadowFadeoutTime=0.25
        MinTimeBetweenFullUpdates=0.2
        AmbientGlow=(R=.01,G=.01,B=.01,A=1)
        AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
        LightShadowMode=LightShadow_ModulateBetter
  		ShadowFilterQuality=SFQ_High
        bSynthesizeSHLight=TRUE
    End Object
    Components.Add(MyLightEnvironment)
	LightEnvironment=MyLightEnvironment
//Setting up the mesh and animset components
    Begin Object Name=InitialSkeletalMesh
        CastShadow=true
        bCastDynamicShadow=true
        bOwnerNoSee=false
        LightEnvironment=MyLightEnvironment;
		BlockRigidBody=true;
		CollideActors=true;
		BlockZeroExtent=true;
//What to change if you'd like to use your own meshes and animations
        PhysicsAsset=PhysicsAsset'BD_CHARACTERS.Mesh.Zombie_Physics'
        AnimSets(0)=AnimSet'BD_CHARACTERS.Animation.Zombie_MoveSet'
        //AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
        AnimTreeTemplate=AnimTree'BD_CHARACTERS.Animation.Zombie_AnimTree'
        SkeletalMesh=SkeletalMesh'BD_CHARACTERS.Mesh.Zombie'
    End Object
//Setting up a proper collision cylinder
    Mesh=InitialSkeletalMesh;
    Components.Add(InitialSkeletalMesh); 
	CollisionType=COLLIDE_BlockAll
	Begin Object Name=CollisionCylinder
		CollisionRadius=+0024.000000
		CollisionHeight=+0044.000000
	End Object
	CylinderComponent=CollisionCylinder

	HealthMax = 100
	
	AirSpeed=75.000000
	GroundSpeed=75.000000
	bCanBeDamaged=true
	bCanSwim=false
	
	WeaponSocket=WeaponPoint
}